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Add configurable MSAA anti-aliasing, update auth screen and terrain shader
- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve - MSAA: multisampled color+depth images, query max supported sample count - MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers - MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes - MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild - MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted - Update auth screen assets and terrain fragment shader
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54 changed files with 2069 additions and 144 deletions
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@ -104,6 +104,8 @@ public:
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void clear();
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void recreatePipelines();
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void setWireframe(bool enabled) { wireframe = enabled; }
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void setFrustumCulling(bool enabled) { frustumCullingEnabled = enabled; }
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void setFogEnabled(bool enabled) { fogEnabled = enabled; }
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@ -139,7 +141,7 @@ private:
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// Descriptor pool for material sets
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VkDescriptorPool materialDescPool = VK_NULL_HANDLE;
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static constexpr uint32_t MAX_MATERIAL_SETS = 8192;
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static constexpr uint32_t MAX_MATERIAL_SETS = 16384;
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// Loaded terrain chunks
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std::vector<TerrainChunkGPU> chunks;
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